using System;
using ns27;
using Triton.Game.Mono;

namespace Triton.Game.Mapping
{
	[Attribute38("TGTTargetDummy")]
	public class TGTTargetDummy : MonoBehaviour
	{
		public static int SPIN_PERCENT => MonoClass.smethod_6<int>(TritonHs.MainAssemblyPath, "", "TGTTargetDummy", "SPIN_PERCENT");

		public GameObject m_Body => method_3<GameObject>("m_Body");

		public GameObject m_Shield => method_3<GameObject>("m_Shield");

		public GameObject m_Sword => method_3<GameObject>("m_Sword");

		public GameObject m_BodyRotX => method_3<GameObject>("m_BodyRotX");

		public GameObject m_BodyRotY => method_3<GameObject>("m_BodyRotY");

		public GameObject m_BodyMesh => method_3<GameObject>("m_BodyMesh");

		public float m_BodyHitIntensity => method_2<float>("m_BodyHitIntensity");

		public float m_ShieldHitIntensity => method_2<float>("m_ShieldHitIntensity");

		public float m_SwordHitIntensity => method_2<float>("m_SwordHitIntensity");

		public string m_HitBodySoundPrefab => method_4("m_HitBodySoundPrefab");

		public string m_HitShieldSoundPrefab => method_4("m_HitShieldSoundPrefab");

		public string m_HitSwordSoundPrefab => method_4("m_HitSwordSoundPrefab");

		public string m_HitSpinSoundPrefab => method_4("m_HitSpinSoundPrefab");

		public string m_SqueakSoundPrefab => method_4("m_SqueakSoundPrefab");

		public float m_squeakSoundVelocity => method_2<float>("m_squeakSoundVelocity");

		public float m_lastSqueakSoundVol => method_2<float>("m_lastSqueakSoundVol");

		public Quaternion m_lastFrameSqueakAngle => method_2<Quaternion>("m_lastFrameSqueakAngle");

		public TGTTargetDummy(IntPtr address, string className)
			: base(address, className)
		{
		}

		public TGTTargetDummy(IntPtr address)
			: this(address, "TGTTargetDummy")
		{
		}

		public static TGTTargetDummy Get()
		{
			return MonoClass.smethod_15<TGTTargetDummy>(TritonHs.MainAssemblyPath, "", "TGTTargetDummy", "Get", Array.Empty<object>());
		}

		public void Awake()
		{
			method_8("Awake");
		}

		public void Start()
		{
			method_8("Start");
		}

		public void Update()
		{
			method_8("Update");
		}

		public void ArrowHit()
		{
			method_8("ArrowHit");
		}

		public void BodyHit()
		{
			method_8("BodyHit");
		}

		public void ShieldHit()
		{
			method_8("ShieldHit");
		}

		public void SwordHit()
		{
			method_8("SwordHit");
		}

		public void HandleHits()
		{
			method_8("HandleHits");
		}

		public void Spin(bool reverse)
		{
			method_8("Spin", reverse);
		}

		public void PlaySqueakSound()
		{
			method_8("PlaySqueakSound");
		}

		public bool IsOver(GameObject go)
		{
			return method_11<bool>("IsOver", new object[1] { go });
		}
	}
}
